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    Area of Science:

    • Computer Graphics
    • Computer Vision
    • Digital Humans

    Background:

    • Creating relightable and animatable digital avatars from videos is crucial for virtual reality and digital human applications.
    • Existing methods using neural radiance fields or ray tracing suffer from slow training and rendering times.

    Purpose of the Study:

    • To propose a simple, efficient method for decoupling body materials and lighting from sparse-view or monocular avatar videos.
    • To enable interactive frame-rate rendering of avatars under novel viewpoints, poses, and lighting conditions.

    Main Methods:

    • Utilizing Gaussian Splatting to represent avatar geometry and appearance.
    • Obtaining a canonical body mesh via a signed distance function and interpolating attributes to Gaussian kernels.
    • Deforming Gaussians to a posed space using forward skinning and incorporating learnable environment lighting for shading.
    • Implementing fast shadow modeling through rasterization of the posed body mesh.

    Main Results:

    • Achieved interactive frame rates (6.9 fps) for rendering animatable and relightable avatars.
    • Demonstrated higher quality results compared to previous methods on both synthetic and real datasets.
    • Showcased the ability to render avatars under novel viewpoints, poses, and dynamic environmental lighting.

    Conclusions:

    • The proposed Gaussian Splatting-based method offers a significant improvement in speed and quality for digital avatar creation.
    • This approach facilitates real-time rendering and animation of digital humans, advancing virtual reality applications.
    • The decoupling of materials and lighting allows for flexible control over avatar appearance under various conditions.